Reviews by Mike Russo

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One Way Ticket, by Vitalii Blinov
3 of 3 people found the following review helpful:
An interactive art-film, unique but draggy, December 29, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

There’s just something about trains, perhaps because they’re the very archetype of the liminal space: in a train car you’re halfway between where you were and where you’re going, not tied to your past and not yet able to make progress on your future. So it is for the protagonist of One Way Ticket, who’s bought the eponymous unidirectional fare in hopes of finding a new life, but who can do little but speculate as to what that life will be about so long as they’re riding the train – all the more so when the train tracks are blocked by a mountain of freshly-harvested corn, and they have to descend and solve the quotidian-yet-cryptic problems of the magical-realistic town where they’ve fetched up.

Maybe magical realism is the wrong comparison to invoke, though, since the vibe I get from the game is less South American literature and more European art film. This is one weird town – they use gold sand for currency, the local shop moves from place to place, the inn only serves food made from corn, people change names depending on what time you visit them, and there are omnipresent jackals who make travel a dangerous business. While you’re simply trying to unblock the tracks, the goals of the inhabitants are far stickier things: an inventor wants to raid the stopped train for part to build a machine of inscrutable purpose, while an unlucky gambler’s on the hunt for the aces missing from his deck. Everyone’s playing an angle – except the tavern hostess, who seems perhaps a little too interested in you, and the train driver and conductor, who’d rather drink and gamble than do their jobs and help you get the train moving again.

It’s not just the existentialist substance of the narrative and characters, though: for that authentic foreign-movie vibe, the text seems translated into English, with the occasional ungainliness, but also occasional uniquely-turned phrase, that entails. Here’s an encounter with a woman trying to enlist the player’s help in finding love, in a dialogue taking place over a shell game:

“The problem with our city is that people have stopped listening to each other. And topics for conversation are another story!”

“Have stopped listening?”

“Well, yes,” she continued the chaotic round dance of cups, “once, probably, people listened to each other, but now everyone is on their own wave — and, to be honest, these waves have already overgrown with mud.”

“What do you mean?”

She abruptly stopped the run of the cups:

“I mean that people discuss the same thing all the time, but everything is so everyday, mundane, boring, trivial… I could list a few more synonyms.”

“Perhaps I understand you.”

“Well I hope.”

“And you need to talk about the sublime?”

“Everyone needs to talk about something sublime from time to time. Especially me.”

(The shell game, like everything else in this town, isn’t on the level, natch).

Similarly, sometimes you come across a simile that makes the prose come to a lurching stop – as the protagonist makes their way through the dining car, they note that it’s “long and empty, like my intestines” – but there are some great images too, like the train station being described as “a low building with a platform, long as a bayonet, cutting the cornfield in two.”

Mechanically, this kind of story seems like it’d be a good fit for a choice-based system, making it easy to read long passages of sometimes-opaque text and present options allowing the player to progress without requiring them to completely understand everything that’s going on. Subverting expectations, though, One Way Ticket uses a very adventure-gamey approach, with quite granular actions, rather than the broader strokes allowed for by less systemic choice-based interfaces. A location typically boasts three or four links for the important objects or people there, and clicking each will usually change the final paragraph of the passage to provide for detail on whatever you selected. Often this paragraph will have additional options for interaction – moving or talking or taking something or what have you – meaning the rhythm of gameplay proceeds sort of like it does in a parser game, where you examine each item in turn and then decide what to do. You also have a modestly-sized inventory, as well as a much larger list of facts or questions you’ve accumulated in your notebook. At certain times, the graphics for these will highlight, indicating that you can choose an item or topic to try to apply to your current circumstances: when talking to the hostess, for example, you can go to the notebook to mention that the Mayor told you there’d be free lodging at the tavern.

It’s a solid system, similar to ones I’ve liked in games by Abigail Corfman or Agnieszka Trzaska. I’m not sure it’s a great fit for One Way Ticket, though, since it serves to slow down the pacing quite a lot: while the inventory is relatively compact, the topic list quickly reaches a dozen or more entries, and sometimes the proper choices to pick are relatively obscure due to the often-confusing nature of the situation and the prose. Exploration is also challenging because sometimes clicking on the name of an object will lock you into choosing an action and progressing, meaning you need to leave and then come back, hopefully remembering which choice was the booby-trap, to fully plumb the depths of each location. Relatedly, the map is big, and often you need to click through several links to get to the travel options in a location – plus, several puzzles have a fair bit of busywork, requiring you to go from one end of the town to the other, sometimes going to the tavern to wait for nightfall too, before you can make much progress. And while this is a big game with lots of stuff to do, the first portion of it seemed fairly linear, with only one puzzle that’s possible to solve at a time even though you’ll quickly unlock a dozen locations (with different night and day locations) and twice as many items and notebook topics.

All this means that after spending an initial hour enjoyably but bewilderedly exploring my way around town and solving a few puzzles, I began to worry and checked the helpfully-provided walkthrough, which indicated I’d barely gotten a quarter of the way in. I started consulting the walkthrough more regularly after that, but still, I’d only gotten maybe 2/3 of the way through when the two-hour judging deadline hit. Usually I’m not shy about scribbling down a rating then pressing on to the finish line for longer games, but here, I found myself anxious to move on. Partially that’s because it’s only the first game in my queue and I’m very aware of the distance to go to play all of them by November 15th, but partially it’s because while I like the ingredients here, the sheer quantity of options and obstacles feels overwhelming – going back to the movie metaphor, what would be a cryptically compelling 85-minute film can get quite exhausting once it rounds the two hour mark, in my experience.

If I wrap up my Comp before the deadline, I’ll definitely try to get back to One Way Ticket, since there is a lot here I’m enjoying – if I do, I’ll go back and update this review accordingly. Part of me, though, almost hopes I don’t; there’d be something apt about leaving the protagonist mid-quest, with one of the gambler’s aces found and halfway through a flirtatious dinner with the tavern hostess, eternally poised on the threshold of resolution, forever stuck between stations.

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Lucid, by Caliban's Revenge
3 of 3 people found the following review helpful:
An allegorical nightmare elevated by strong writing, December 28, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

OK, I gotta get this out of the way before starting the review proper: “Caliban’s Revenge” is by far the most metal pseudonym in this year’s, nay, any year’s IF Comp. Whoever you are, O author of mystery – massive, massive kudos.

On to the substance! It’s a funny coincidence that I played Lucid right after A Long Way to the Nearest Star, because I wound up having similar feelings about them, despite them being very different in just about every way (beyond them both being implemented in Twine). Once again, we’ve got a game that presents itself as belong to a hoary genre – here, we’ve got an allegorical, confusing flight across a dark and menacing city, with the protagonist’s outer conflicts obviously mirroring some underexplained internal ~trauma~. Once again, we’ve got a plot that hits familiar beats before a final twist. Once again, there are some fairly straightforward puzzles to solve (albeit they’re much simpler here). And once again, I very much enjoyed the game despite all this, almost purely down to the care taken with the implementation, and the quality of the prose.

Let’s switch up the order and start with the writing this time. Lucid is written in a noirish, blank-verse style that would be very, very easy to mess up and thereby make the proceedings seem ridiculous. It does veer close to that shoal from time to time – there’s an early mention of a puddle reflecting a streetlight “with a chitinous gleam”, which is almost successful – but for the most part it paints the city in compelling, concise imagery. Inevitably, you arrive via a train:

The station is brush-stroke clean, grime describes its edges.

Later you have to climb an interminable number of flights of stairs (it’s 13) in a public housing project:

The seventh flight
Is dark and stifled like
Sleep after middle age,
Oxygen thin,
Never quite enough,
You wheeze on the unseen stairs

Last one – here are moths, found sleeping in a fridge that lights up when you open the door:

Hyles lineata,
Sphinxes.
False eyes flutter on their
Mascara wing tips,
Orbiting a false moon,
In the midst of a false waking.

It helps that the prose isn’t entirely po-faced – there’s a bit where you can buy a box of cereal that conceals a special prize:

The legend tells of Frosted Flakes.
But the box is heavy.
Heavier than flakes however frosted.

Because the game’s well-written, the author’s able to evoke a number of different moods across a fairly short scenario. There are fewer than half a dozen distinct locations to explore, but while they’re all recognizably of a (gloomy) piece, the recovered-memory horror of the school feels quite distinct from the Lynchian terror attendant on the project-dwelling witch and her twin salamanders.

Lucid isn’t just a mood piece, though – after trapping you in what feels like it’s going to be an endlessly-repeating maze of shadow and fear, it reveals that there might be a way out, if you enact a prescribed set of highly ritualized behaviors in just the right order. I hesitate to describe this as a puzzle, since the steps don’t turn on conventional or even cartoon logic – it’s all free association, and somewhat inconsistent free association since in different circumstances the game takes varying stances towards violence, and towards the darkness/light dichotomy – but the solution’s close to spelled out by a particular character, so it doesn’t wind up presenting much of a challenge.

It does provide a prompt to slow down and engage with the metaphors, though, and appreciate the way the evocative prose resolves the various conflicts the game’s set up. Ultimately I’m not sure Lucid is saying anything especially profound, but it’s expressing a fine sentiment, and what it says it says eloquently. Similarly, I’m not sure I’m taking away any deep insights into mental health, but there are definitely some turns of phrase that are going to stick in my head for a while – not to mention those pale, cruel salamanders…

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You Feel Like You've Read this in a Book, by Austin Lim
2 of 2 people found the following review helpful:
A pleasant literary Where's Waldo, December 27, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

I’m going to dare to assert a generalization: it you like IF, you probably like books. Don’t get me wrong, I know that many of us identify primarily with the STEM side of the house – and seriously, god bless y’all, without you we wouldn’t have the authoring languages or interpreters or whatever the hell GlkOte is (please, please don’t try to explain it to me) – but still, I feel like if you’re the type of nerd who slept through English class, you’re probably off messing around with roguelikes or something rather than hanging around our community’s fair precincts.

If I’m right about that, that means there’s probably a reasonable slice of the Comp audience who’ll get a kick out of You Feel Like You’ve Read This in a Book, a by-the-numbers choice-based puzzler enlivened by an ongoing game of guess-the-reference. You start out, in that hoary old adventure-game trope, with amnesia, but from a threatening note left nearby you quickly learn that you’ve got to gather a $50,000 ransom – or the just-implanted packet of neurotoxins in your head will explode and bring you to an unpleasant end. But as you scramble to find the money, the player realizes that either the setting is some kind of literary mashup, or whatever happened to the protagonist’s brain is stimulating their nostalgia circuits too, because nearly every location you visit strongly reminds you of a book you’ve read (both you the protagonist and you the player – I’m guessing most folks will be at least somewhat familiar with at least two thirds of the works on the list).

This means that as you go through the motions of resolving your immediate dilemma – exploring the town, trying to re-find your apartment, looking for something valuable to hock to the pawn shop to make up the ransom – you’re also seeing if you can figure out the literary source for whatever you’re experiencing. Sometimes this is trivial, as when you visit your downstairs neighbors, who have a curious habit:

"Whenever someone dies around the city, they tend to leave their unit, sometimes for the whole day…. You scan the room for valuables, but you are overwhelmed with the plethora of knicknacks, so numerous they are practically balancing on top each other. Old books, pictures on the wall of various people none of whom you recognize, glass bottles, and just when you thought it couldn’t get more weird, a skull? Just out in the open? The only things that seems to be of value are a violin and a small flashlight, both of which you grab."

Others, though, are a bit harder to catch – fortunately, there’s a walkthrough that not only spoils the puzzles, it also lists off all the works being riffed on.

The puzzles are no brain-scratchers – if you’ve got the right item or piece of information, they’ll largely solve themselves. Things are made somewhat more complex by the fact that there are multiple different endings you can try for, but the biggest complication is that the neurotoxins are no idle threat – time does pass as you play (in a nice touch, some location descriptions and events actually shift as the day wears on) and if you faff around too much, boom. I have to confess that I found the timer annoying, but at the same time the less-petulant part of me has to concede it’s well done; a kick against puzzley choice-based games without parser-style features is that they too easily turn into an exercise in lawn-mowering, so the timer ensures you can’t just mindlessly click through every option, and it’s tuned to allow you to explore almost everything your first time through, though actually solving it of course takes some replays.

(I should say, while there isn’t the kind of worked-out inventory or interaction system like you find in One Way Ticket or A Long Way to the Nearest Star, there are still some canny design choices here – in particular, text color is used to good effect to highlight what’s merely background description, and what has game-mechanical significance).

It all works well enough, but still, for a game that evokes so many positive memories, I found it curiously forgettable – like, it hasn’t been twelve hours since I played it, but I couldn’t tell you which ending is the one that reveals what’s actually going on with the protagonist’s amnesia and who the nemesis with the vendetta is, much less what those explanations wind up being. Part of that, let’s be real, is probably due to the fact I’m feeling a bit zonked out right now – my son’s teething, so this has been a week of long days and longer nights – but partially because the TFLYRTB is very much a case of the journey trumping the destination. I had a lot of fun wandering around playing spot the reference (at least once I made my peace with that #$%$ timer); I probably would have enjoyed it less if there hadn’t been a minimally-plausible framework holding the experience together, but the framework certainly isn’t the draw.

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Graveyard Strolls, by Adina Brodkin
2 of 2 people found the following review helpful:
Spooky but inconsistent, December 26, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

Graveyard Strolls is a game of halves. All games are games of halves, the pedantic part of me wants to point out –and I just did, spoiler alert, “the pedantic part of me” is just me – but in this case, it really does feel like there are two distinct pieces to Graveyard Strolls. The first half is a relatively lighthearted, mostly linear help-ghosts-resolve-their-issues-and-move-on kind of setup, while the second, entirely linear, piece swerves into the intensely personal, with the threat of the supernatural functioning as a veil-thin metaphor for trauma. There’s things to like about both of them, but I’m not convinced that they sit together easily, and the skeletal nature of the game’s choice elements don’t make much of a case for interactivity.

Taking the first piece first, the game opens with you having decided to go to a graveyard to see whether it might be haunted, on the advice of one of your favorite YouTubers. So far so Scooby Doo, but after you hear a spooky groan on the wind, you quickly encounter the first of a series of ghosts, all of whom seem more or less in denial or confusion about their deaths, and all of whom look to you for guidance. Other than their tendency to float and annoying bouts of amnesia, these spooks are understandably human, with relatable challenges. Hank, the first one you meet, is working through some issues with his wife; the second one fell in with a bad crowd and hasn’t quite internalized his mistakes. As for the third, on reflection I suppose he’s not technically “understandably human,” but I found him quite relatable all the same (Spoiler - click to show)(he’s a dog).

Persuading them into the great beyond is a straightforward affair. In just about every passage, you’re given a choice of two options, one of which typically involves engaging with the ghost, being sympathetic to them, or putting pieces together, while the other usually ignores them, is dismissive of their feelings, or otherwise seems clearly marked as a bad choice. This doesn’t make for very compelling gameplay, unfortunately, all the more so because it doesn’t take much to get a game over. In the first real choice, for example, I decided to believe that the spooky noise was just the wind – which led to me getting freaked out, leaving the cemetery, and being brutally attacked in a way that makes sense in retrospect now that I’ve finished the game, but initially just seemed like out-of-context, incongruously brutal violence.

This means that I quickly stopped experimenting and just defaulted to the choice the game seemed to be pushing me towards, which, as you can imagine, wasn’t especially engaging, since felt like I was being presented with false choice after false choice. I liked exploring the backstories of the first two ghosts, and interacting with the third, though, and was ready to finish my time with Graveyard Strolls chalking it up as a fairly enjoyable but very low-key spooky story. But then I got to the final sequence, and everything changed.

I don’t want to spoil the plot points here, since this surprise is much of what makes the game interesting (though nor are the specifics especially relevant to my evaluation of the game, so I’m not going to blurry-text them – the game’s short, just play it if you’re curious). It’s a fairly visceral twist that involves the protagonist’s backstory, injecting an element of psychological horror into proceedings. But it doesn’t seem to build in a meaningful way on anything that’s come before, and the protagonist’s lack of subjectivity or interiority in the first part of the game – you mostly seem like a player-insert who’s just there to listed to ghosts, not a specific character with their own experience of the world – makes the sudden shift feel jarring.

The final sequence is well written, or at least I found it fairly gripping, but to me it felt too disconnected both narratively and thematically from the rest of the game, as if the aforementioned Scooby Doo episode had ten minutes of The Haunting of Hill House spliced onto the end. There’s maybe a way to make that work, but it would probably require more connective tissue than Graveyard Strolls offers – as well as leveraging interactivity to engage the player more fully than the current, rather desultory, approach does. I’d gladly play something else by the author, but once again feel like a little more expansion and refinement would make for a more compelling experience.

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Inside, by Ira Vlasenko
1 of 1 people found the following review helpful:
Are you a good witch or a bad witch?, December 25, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

First two children’s-book games in a row, then two witch games back to back? I think the randomizer’s been drinking. Despite being a short, choice-based game, with a female magic-user pursued by witch hunters, though, Inside has a very different vibe than Witchfinders. It doesn’t attempt to locate itself in any particular historical milieu, for one thing, and it’s much puzzlier to boot. Perhaps most importantly, rather than a low-key day of visiting neighbors and creating workaday hexes, in Inside the protagonist is up against the wall, facing death at the hands of her inquisitorial pursuers.

The mechanics of this, I confess, were a little obscure to me. The game opens in medias res, with the player coming to awareness but not given much information about where they are or what’s going on – or even who they are, because you’re apparently playing not the witch herself but her familiar spirit. This displacement or bifurcation of identities winds up being effective, as it allows the game to lampshade the player/protagonist divide, and also sets up odd-couple style bickering that helps keep the game engaging even when the puzzles risk getting a bit dry. The precise nature of the challenges you face also helps keep the plot from cliched territory – after being nearly drowned by the witch-hunters, the protagonist (and you) has retreated into her own mind, and needs to revisit her past, present, and possible futures in order to wake up and escape.

You have a reasonable ability to customize the story; in particular, an early choice lets you establish whether you’re a good witch or a bad witch, or occupy a middle ground somewhere in between. Many puzzles also have alternate solutions, with a quick, selfish answer typically juxtaposed against a more laborious, selfless one, with concomitant implications on the plot and ending. The witch is also unique in that she’s married, and by choosing snide or supportive comments, you can do a little bit of characterization of the relationship (I wanted a lot more of this, but in fairness, I think I’m way more excited about marital-dynamics simulations than is the target audience).

This well-considered set-up didn’t feel quite as engaging to me as I’d hoped, though. Partially this is because I found decoding the dialogue between the witch and her familiar occasionally challenging to decode – they use different font colors, but to my slightly-color-blind-eyes, they amount to a somewhat brighter and a somewhat duller shade of beige, and there are no dialogue tags making clear who’s saying what, so I frequently found myself losing the thread of conversation and having to double-check who was saying what. Partially this is because the puzzles sometimes felt simultaneously overly laborious – there’s an alchemy one that’s cool in theory, but requires a lot of clicking to get through – and overly forgiving – I flubbed an early puzzle, only for the game to institute a do-over and automatically solve it on my behalf, which made me question what it even needed me for in the first place.

Still, as a reasonably short game, these faults didn’t do too much to undermine my enjoyment – Inside puts enough of a spin on a common premise to feel sufficiently unique, and it was fun to try to draw a line between the different versions of the protagonist I encountered in the various vignettes. Some tightening up of the gameplay, and cleaning up of the aesthetic experience, would certainly make it a stronger entry, but what’s here is still solidly worth playing.

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Campus Invaders, by Marco Vallarino
1 of 1 people found the following review helpful:
A zany my-first-parser type game, December 24, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

Everyone who writes parser IF must, if I have my causaility right, have had a first game where they taught themselves to write parser IF. Traditionally, these games fall into two categories: my-dumb-apartment games that turn some familiar location in the author’s life into the backdrop for a series of puzzles that gradually run through the key features of the language, or games that superficially adapt some currently-popular bit of media and use it as the backdrop for a series of puzzles etc. (personally, I went for option B, working on a House of Leaves pastiche that thankfully never got nearly close enough to completion to tempt me into trying to release it). These games aren’t necessarily always bad, but they are almost always inessential, important only insofar as they hopefully will lead to other, more interesting games later on in the author’s IF career.

The signs that Campus Invaders is a teach-myself-IF game are pretty clear if you know what to look for. It’s set in a school, which I’m guessing is the author’s school, where aliens have attacked the protagonist’s game design class – there are twists here, but we’re recognizably in the my-dumb-apartment subgenre. There’s a small map, relying on cardinal directions. There’s a put-X-in-Y puzzle, a lighting puzzle, and unlock-door-with-key puzzle, a give-item-to-NPC puzzle… and all the puzzles fit together into a linear chain, with NPCs or the narrator spelling out exactly what you need to do at each stage.

With that said, Campus Invaders is a pretty solid example of the form. Another frequent hallmark of such games is that they’re buggy as all get-out, but here the worst thing I ran into was a line saying that “in the Doctor Eve Sturgeon’s car is a solar battery” – not bad. The prose also has a zippy, goofy charm that doesn’t take itself too seriously but doesn’t go too over-the-top zany (it appears to be translated from an Italian original, and while there are occasions where the syntax or word choice are a little wobby, that mostly just adds to its easygoing charm). Importantly, the author also knows not to wear out the game’s welcome – there’s little unneeded scenery, the simple plot is easy to follow, and it ends before the player has a chance to get bored.

Do games like this really need to be published and entered into IF Comp? Well, probably no, though see the spoiler text below for a potential caveat to that. But so long as they are, it’d be no bad thing if they were all as well put-together as Campus Invaders.

There is one aspect of the game that’s potentially interesting, but it spoils the one surprise in the game, so I’m spoiler-blocking it – if you’re planning on playing it, I’d wait to read this until you’ve reached the ending:

(Spoiler - click to show)In the ending text, the game gives you a password – deuterium – that allows you to “access the secret section of the game.” This is somewhat of an overblown label, since typing that just gets you an author’s note, which confirms that the game was written as part of a university event. But the author also suggests that they now view this game as a platform for crowdsourced expansion – winning players are invited to write in with ideas for new plot elements and puzzles, which will then be incorporated into a Campus Invaders 2.0 release next year. This is an interesting idea – not far off from Cragne Manor, from a certain point of view. And I can see how if you’re proposing the IF equivalent of stone soup, it makes sense to start out without anything too fancy or idiosyncratic, the better to allow the additions to shine. On the other hand – if you have to start out by trying the soup when there’s just the stone in there, it’s not going to be very tasty yet.

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INK, by Sangita V Nuli
2 of 2 people found the following review helpful:
A muddy meditation on grief, December 23, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

In one or another of my reviews, I think I’ve said that what I’m generally trying to do here is look at what a game seems to be saying, then engage with that somehow; depending on the work, that might mean analyzing whether or how the game meets that goal, or talking about my personal response to the questions it raises, or whatever seems most interesting or productive to talk about. But that’s the starting point: what is the author and/or game getting at?

Where things get difficult for me is when I finish a game and I’m not sure how to answer that question. Sometimes the general gist is clear, but there’s something about the implementation that muddies things up, so that’s a reasonable jumping off point. And sometimes what’s being communicated is mostly just: this is a game, have fun with it. That’s fine too! But INK represents the most challenging category; I get the themes the author is working with, and some of how the game folds, spindles, and mutilates them through its interactivity makes sense to me. But the different pieces are stubbornly failing to come into focus for me, and I’m honestly not sure whether that’s a reflection on the work, or on the reviewer (who, having just had a flu shot, is maybe having a hard time getting anything to come into focus right now). I suppose there’s nothing for it but to jump in and describe how I experienced the game, but apologies if this review winds up even less edifying than is typical.

Starting with the basics, INK is the author’s second entry in the Comp, after U.S. Route 160 – props for industriousness! – but the focus on loss, the two strike me as fairly different. For one think, INK invokes poetry more than prose in how it presents its words. For the most part there are complete sentences, and only a few rhymes, but line breaks make the reader pause and engage with the writing in a slower way:

Everyone talks about starting over
but it’s all fluff and no detail
nothing about the process of
rewiring your brain

As this excerpt indicates, the story is all about a protagonist coming to grips with the death of a loved one – I believe it’s a romantic partner, but I could be misremembering whether the possibility of a family member or friend is left open. In fact the game is short on specifics – who the protagonist is, where the action is taking place, even what happened to the dead woman – which usually I dislike, but wasn’t as much of a barrier as usual for me here. That’s because while the narrative may be vague, the mental and emotional contours of the protagonist’s grief are drawn with firm assurance. The above-quoted bit rings extremely true to me, and there’s a later scene where you attend a support group that also hits hard:

You don’t look anyone in the eyes
It’s easier to pretend there’s no one listening
But the words are scraped out
And suddenly you can’t stop
You’re telling every anecdote you can find
About the wildflowers she’d find
The little flecks of green in her eyes
How she was the purest kind of kind
She lives again in the pauses between breath

The game’s inciting incident is also strong, and similarly seems to me to say something true about the experience of losing someone. The protagonist is haunted by a letter that she thinks her dead loved one wrote to her before she died; she catches glimpses of it, finally finds it at a park bench that was special to the two of them, then brings it back to her home and gives it pride of place on the mantle while deciding whether or not to read it. It’s a potent image for what we carry of those who’ve passed on before us – in the author’s notes for my last game, I talked about the joys and sorrows of having a mental model of one’s predecessors still rattling around one’s brain – and also resonates with the more concrete hope that there’s something, anything left of your dead loved one that can still speak to you, share a new word, so that the relationship isn’t completely and eternally finished.

The envelope isn’t just an envelope, though. It’s printed with a dark, menacing ink that bleeds through the paper and infects the protagonist’s thoughts, before eventually becoming concrete in a distorted image of the dead woman who takes up residence with the protagonist. This fantastical twist provides the spur for interactivity, as there are quite a lot of choices and quite a lot of branching. You can accept help or wallow in self-pity, you can resign yourself to your new living situation or try to reject the inky double.

And I confess, here’s where the game lost me, because I started to lose track of the metaphor. Is this about having one’s life taken over by the memory of your loved one, so you can’t move forward and engage with those who are still living? If that’s the case, wouldn’t the double have positive qualities that lure you away from the present, instead of the twisted parody that’s actually presented? And the endings also diverge, from resigning yourself to the horrible situation, to trying but failing to escape it, to become an ink creature yourself; again, I had trouble unpacking how to relate the incidents of the plot to the emotional core that gave the first half of the game its power.

I repeat, this could just be me being dull and suffering from flu-shot side effects – so I’m underconfident offering an assessment or any feedback on how the game could have worked better for me. I will tentatively say that I think there might have been a bit too much choice, and a bit too much openness to the narrative. There’s a thin line between an allegory that’s too obvious and one that’s too diffuse, but when you’re tapping into something as elemental as INK is I think there’s more upside to marshalling one’s powers and pushing for the catharsis or resolution that seems most fitting, rather than frittering away momentum on too many different dendrites of story. Again, though, this could be wrong and if I’d played the game in other circumstances I might have thought it held together beautifully. At any rate, while it didn’t completely land for me, the well-observed depiction of mourning and evocative central image mean that I still found INK a rewarding experience.

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The Tin Mug, by Alice E. Wells, Sia See and Jkj Yuio
1 of 1 people found the following review helpful:
A raggedy but endearing kid's story, December 22, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

The randomizer is up to its tricks again, as I played this second choice-based game pitched at kids right after the somewhat-similar Esther’s. The Tin Mug also has a classic children’s-book premise – here, the setting is the big, cozy kitchen in what feels like an English country house, and the main character is a mug who comes to life on its birthday (…it’s probably best not to think about what that implies about drinking-vessel re/production in this world) and gets into a series of high-spirited adventures, alongside various other sentient bits of cookware, while the big people go on with their day (mostly) oblivious. The juxtaposition with Esther’s didn’t do it any favors, since it’s not quite as cleverly designed and cleanly implemented, but the comparison is a bit unfair: the Tin Mug is also a winning little tale in its own right.

Let me get the negatives out of the way first, so I can focus on the positives. The prose is generally clean, but there are a couple of small typos, including in the first paragraph (the main character is called “the tin Mug” a couple of times, which surely can’t be right). The art is inconsistent, sometimes cute (I liked the little spoon and the illustration of the (Spoiler - click to show)crest the mug gets at the end), but sometimes really awkward looking (I’m thinking especially of the two kids). And the use of interactivity feels clunky – it often feels like there’s a lot of text in between choice points, and your decisions sometimes come off low-impact, frequently only adding a short paragraph or two of narratively-irrelevant incident before returning to the main, linear thread of the story.

Within those constraints, though, there’s also a lot to enjoy. The Tin Mug makes for a dynamic protagonist, as it’s kind but also rambunctious, so there’s always something going on – this also plays well with the choice mechanics, since the Mug’s characterization felt like it gave me permission to pick to more interesting options rather than the more straight-ahead ones. The Mug’s energy is also conveyed well by the prose, which, while it does have the occasional overly-elaborated sentence, has a sly sense of humor. Here’s how the Mug’s rival in a race around the kitchen counter is described:

"the eggcup…though he did not know it was a relative of the trophies on the mantelpiece in the dining room. Sport was in his blood."

The door-mat’s flirtation with the dessert spoon was also a humorous highlight (how many games could you type that sentence and have it make sense!)

The plot is quite episodic, with three or four sequences that each feel like they could stand alone reasonably well, boasting satisfying setups, elaborations, and payoffs. This injects some welcome novelty through the course of the game’s fifteen-minute running time, which is a good decision – since, appropriately for the genre, no individual element has much depth, more incident and new characters help keep the momentum up. This does mean that I thought the game was coming to an end once or twice before it actually did – but when it did come, the ending boasted an unexpected callback to the very opening, which left me smiling. That’s the Tin Mug in a nutshell – it’s a little bit ragged, sure, but it’s got enthusiasm and is sometimes more clever than it appears.

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One Final Pitbull Song (at the End of the World), by Paige Morgan
11 of 13 people found the following review helpful:
A satiric phantasmagoria held back by slack pacing and flabby prose, December 21, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

Aww, man. I went into this one expecting to like it: the mixtape blurb and eye-catching title mark it out as something special, and the disorienting science-fantasy opening is boldly ridiculous, laying out a post-post-apocalyptic society that’s reconstituted itself in near-total apery of our time based on the fortuitous discovery of a pop-culture-crammed hard-drive heavily featuring – of course – the songs of Pitbull, who winds up having a religion built around him. The game has an endearing ensemble cast, and while the interactivity isn’t especially engaging, that’s an intentional decision in service to what it’s trying to say about agency in relationships (I also get the sense it’s in dialogue with some of the seminal texts in the Twine canon), and if its go-anywhere do-anything gonzo spirit leads to some memorably disgusting scenes, well, they’re certainly memorable.

But it’s let down by one enormous flaw I just couldn’t get past: a flabby, long-winded writing style that drains the prose of its urgency and makes the game feel far too long for its plot – in fact, there are three distinct branches, I think all of comparable length, that make up the game’s overall story, but I was ready to be done with it by two-thirds of the way into the single branch I played (which took me about the requisite two hours). This is really frustrating because there are definite strengths here, but they’re sapped of their effectiveness by the enervating slog that the late game becomes.

Let me start with the good stuff, though. As mentioned, the world-building is completely deranged without being an anything-goes gonzo type of setting. The fact that everything’s been blown up and then rebuilt along familiar-ish lines means that the author’s got a free hand to lean into the ridiculous, without needing to invent entirely new institutions and mores for the new society. And some of the gags here are really out there, like the idea that there’s a wave of oppression based on the new religion centering on Pitbull, with an ominous jail described thusly:

"It’s where they put everyone guilty of “Pitbull Crimes” — any crime related to the concept or work of Pitbull. The list is expansive and slightly vague: Unauthorized Selling of Pitbull-related Contraband, Plagiarism of Pit, excessive party fouls in Miami, all the way to the extreme category of Pitbull-motivated Homicides."

While this is an entertaining concept, I’m not sure it fully worked for me, though. I’m not sure I can explain why, but some of the jokes and setting elements felt too specific and took me out of the world – like, the Pitbull stuff is part of the premise, but when there are gags about how homophobic Papa John is, and references to Twitter, which I guess has been rebuilt, I felt like the game was having trouble keeping track of its own premise. Similarly, in my playthrough the Pitbull stuff dropped out almost completely by about halfway through, replaced by a lot of sci-fi-horror-action-comedy business (though this does lead to a joke, near the end of the game, where there’s suddenly an out-of-context Pitbull reference and the narrator admits “Oh right. I forgot about that part of the world.”)

So yeah, it’s not all fun and games – the protagonist is a trans woman going through a rough patch in her relationship with her partner, a trans man, and while their society as a whole seems a bit more accepting of trans folks than ours is, they’re fairly marginalized folks eking out a living through crime, which leads to them getting locked up in the aforementioned Pitbull-prison (at least in two out of the three branches – not sure about the last), and forced into a desperate fight for survival while making new friends and working through their relationship issues.

(I feel compelled to note that the identity of the protagonist is a bit more complicated than I made it out in the above paragraph – actually there’s also a different character, also trans but from just a few years in our future, who’s now dead but shares brain engrams with the main protagonist, or something, so she’s able to perceive and comment on what’s going on. It’s a little confusing but in practice just means that there’s an additional, somewhat fourth-wall-breaking narrative voice in the mix, which given everything else going on doesn’t register all that strongly).

These are a potentially-compelling set of conflicts, but it’s at the prison that the momentum really starts to sag. While the protagonist remains appealingly chipper throughout her travails, the narrative here introduces a half-dozen major supporting characters, plays some flashbacks to establish her relationship, and teases an upcoming event that will subject the prisoners to even more danger. It’s a lot to juggle – and in fact too much to juggle for the author. Forward progress feels like it slows to a crawl, even as each of those elements feel underbaked, because the prose throughout is overly plodding and verbose, dulling the notionally-exciting ideas and action on display to a shapeless mess. Exacerbating the flabbiness, dialogue is written screenplay style, and most scenes have the protagonist accompanied by a significant portion of the supporting cast, meaning there’s often a lot of filler conversation just there to remind the player that a character is part of the action.

To give an extended example, here’s what should be a thrilling action sequence – the prisoners are being thrown into a giant pit (somehow there’s a cave network under the Florida Keys, which seems worthy of comment from a geological point of view though the game doesn’t provide one), and after a struggle with one of the guards, a prisoner and the guard wind up dangling over the edge, so the prisoner’s friends – including the protagonist, TeeJay – attempt a rescue:

Val pauses before making her next move. She stares at the Enforcer, then reaches into her pocket and pulls out something shiny.

Val: Take the clip!

The Enforcer grabs it from Val’s hands and attaches it to their harness. They look back up at her.

Shattered Visor Enforcer: I can’t hook myself down here, something’s wrong!

Val turns around on Grace’s back and disembarks. Both girls dangle on their own, but close to each other.

Val: That’s 'cause you just have the rope, idiot! You need to climb up and use this one after I unclip Grace!

Shattered Visor Enforcer: But that’ll take so long!

Val: Think about that next time that you attack someone on the edge of a hole!

The Enforcer fidgets on the rope, trying to steady themselves. Val is above them, grabbing ahold of Grace. She sneaks a look down at the Enforcer.

Val: God, you’re pathetic…

She looks up at us.

Val: Someone up there grab ahold of our ropes!

Frankie snaps into action, grabbing Grace’s rope first. I grab onto Val’s, and yell down to her.

TeeJay: We’ve got you!

Val: Okay, when I clip Grace to me — you’re going to give us a little more slack in the ropes! More than one person should be holding onto my rope, since I’ll be carrying her!

The other members of Cabin Seven file in around me and grab ahold of the rope. A few of the other prisoners help as well.

Frankie: You’re good!

Val: I’m going to attach Grace to me now!

Shattered Visor Enforcer: What about me?

Val: Can you climb any further?

This is full of fine-grained logistics and dialogue that doesn’t say much, dreadfully stretching out what’s tended as a taut bit of business. There’s also not much of an authorial voice to make the process of reading all these words engaging – again, it’s screenplay style, so everything other than the characters’ lines often feels excessively bottom-lined. And as for the dialogue, the characters often don’t feel especially differentiated in how they speak: while specific personality traits do come through, everyone comes off like an extremely-online twentysomething joking their way through what are often quite horrifying situations.

There’s a lot more that could be said about One Last Pitbull Song. It’s clearly intending to problematize the concept of agency in choice-based IF, for one thing. There’s a major bifurcation of the plot based on what choice of side-dish you make in the cafeteria, which determines whether the protagonist gets through into an Aliens pastiche or a dance-off, and is clearly sending up the often-arbitrary nature of the much-hyped decision points in other games. And the protagonist reflects that she feels like she defaults to passivity and struggles to articulate and act on her desires, which is at the root of many of her relationship issues – from the epilogue that you’re meant to read after you complete all the branches (and that I, er, read out of order to see what it’s like), this appears to be positioned as the central conflict whose resolution terminates the game.

I can’t say this is the most engaging deconstruction of the tropes of choice-based interaction I’ve seen – it’s fine so far as it goes, but the presentation is fairly shallow – but it’s potentially interesting, and without having seen the remaining 60% of the game I can’t really assess whether it’s ultimately successful. Similarly, some apparently-parodic elements in the survival-horror branch that I wound up struck me as intentionally ridiculous and deconstructionist, in a way that undercut my engagement but which might add up to something compelling if I had the whole picture. So even some of the things I experienced as weaknesses, it’s possible, could turn out to work well. But checking the size of the game’s Twine file, getting the full experience looks like it requires reading about 100,000 words – twice the length of the Great Gatsby! – and unfortunately that’s far more of this lifeless prose than I’m able to commit to. One Last Pitbull Song feels very much like a work that thumbs its nose at the very concept of an editor – to its credit, it boasts a wild mélange of genres, tones, and plot points that would leave the blue-pencil brigade gobsmacked, but also demonstrates the risks of thumbing one’s nose at concision.

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Hanging by threads, by Carlos Pamies
1 of 1 people found the following review helpful:
A unique city on the brink, December 20, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

Gather round folks, for I am about to propose a parabolic theory of metaphors: on one side, you have metaphors that are effective because they’re subtly allusive, creating a tickle of almost-recognition at the back of your subconscious that you can’t ignore. As the metaphor gets more obvious, it gets more plodding, the idea clearer but weighed down by impossible-to-overlook clumsiness. If a writer’s bold enough, though, they can push past this trough, build the image up until it’s a monolith, commanding attention and understanding, imparting power through sheer avoirdupois. So it is with Italo Calvino’s Octavia, a city suspended above an abyss by a constantly-eroding web of chains and ropes that anchors it – for now – to the mountainous heights, a city that’s the setting for, and also main character in, Hanging by Threads (while the debt of inspiration isn’t mentioned in a credits or about passage so far as I could see, and it’s renamed Oban, there’s a hat-tip of acknowledgment to Calvino in one of the game’s branches).

In this short, choice-based game, you play tourist in this impossible place. Brought to its precincts by a guide and told you can only bring one object with you, you have your choice of areas to sightsee – delving down into the lower passages of the city, ironically enough, gives you a vista of the emptiness below, while climbing up will give you a taste of how the city lives, from its bars where you drink clouds to bazaars that run on the honor system. Many of these scenes are exotic and compelling (there’s a glimpse of Oban’s funerary customs that’s especially worth witnesses), but over all of them looms the inevitability that some day, one of the shakes that periodically rattle the city will bring everything crashing down.

Described like this, the game sounds awesome – to go back to parabola thing, you couldn’t think of a clearer metaphor for the trapeze-swinger’s ignorance of mortality we all need to conjure up to go about our daily lives, but because it’s so obvious, and the imagery of the city so rich, as an idea it really works. Unfortunately, the prose often doesn’t live up to this promise, with some awkwardness in the writing undercutting its effectiveness. Like, here’s an exchange between the protagonist and a local priest who’s pushing back on the idea that the city’s doom doesn’t need to be inevitable:

“Don’t you see it a bit excessive? Has no one thought about how to save the city? Keeping it afloat. I suppose the network could be repaired, right?”

“Sacrilege!” The priest turns red and lets out a large amount of air through his nose. “This city was meant to have an ending, we are no one to contrary God’s wishes. Don’t let those hippies brainwash you, this is the way” he says pointing the chasm.

Again, the idea – of a religion so dedicated to humility and the status quo that it endorses mass suicide – has a lot of force, but the references to hippies, the substitution of contrary for contradict, and the overly-conclusory nature of the exchange means that force is dissipated.

My other complaint about the game – well, the rest of this is spoilery, albeit for the end of a game that takes maybe ten minutes per playthrough: (Spoiler - click to show) pretty soon after you start your exploration of the city – usually after I’d been to two locations of the eight or so on offer – you see the following text pop up without warning, and without any apparent connection to whatever dialogue choice or navigation option you’d just selected:

"My surroundings seem strange, as if everything is moving and I can’t stand, so I sit where I am. There’s no doubt now. I don’t have time to watch what the others are doing, and being honest I don’t care, they should be ready for it, and I shouldn’t be living this situation."

And then after a minute of looking at that, you get a thank you for playing screen, at which point I realized that what this cryptic text is saying is that the city’s fallen, right after we started our visit. I really don’t like this choice! It encourages replays, I suppose – as does the choice of which object to bring in, though I found the use of the binoculars at least to be underwhelming, since it just gives access to a view that your character declines to describe in an epic copout – but it makes each visit comically short, and it also winds up negating this incredible metaphor. The point of the image, the way the player relates it to their own experience, is that the city could collapse at any moment; if it does collapse, that’s no longer a metaphor, that’s a disaster.

I’ll repeat that the overall idea here, and many of the specific ideas too, are very fine indeed. With some more polish on the writing, and subbing the rocks fall, everybody dies ending, it could be something special. As it is, though, it sits too close to the middle of the parabola of metaphor to be entirely successful.

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